
uniform sampler2D texture;

uniform vec4 colorMod;

varying vec3 vTexCoord;

void main(void) {
	float ay = abs(vTexCoord.x);
	float ax = abs(vTexCoord.y);
	vec4 edge;
	if (ay >= -2*ax+0.35 || ay >= 0.18)
		edge = vec4(0.2, 0.2,0.2,0.0) ;
	else
		edge = vec4(0.0,0.0,0.0,1.0);
	gl_FragColor = edge + texture2D(texture, vTexCoord.xy*0.5+0.5) + colorMod;
}